Jump to content
  • Advertisement

Dev Blog #04 – Extending the Worlds

RoKabium Games

1422 views

RoKabium-Games-Something-Ate-My-Alien-DevLog04-002.thumb.png.b1d5684711d2785f421cfb7efb003741.png

It’s been a while since the last update, so lots to get through.

We’re still progressing, probably slower than we had hoped, but never the less, its still going forwards.

Kat’s been busy working on tons of graphics, icons, lighting, and we now have all the 4 worlds pretty much done with backgrounds and world layouts.

She is currently working on placing items in the 2 remaining worlds, working on more puzzle ideas and polishing of the graphics.

RoKabium-Games-Something-Ate-My-Alien-DevLog04-001.thumb.png.8ddc3b983a2687b10f41fe7d2a345114.png

I’ve been working on performance a fair bit, making sure we stay in a good position. Just finished up with reducing memory usage, as I found that unloading scenes wasn’t quite releasing all resources and therefore if you went between 2 worlds it was using 1GB or so extra memory. This was ok on my rig, as I had 4GB VRAM, but Kat’s PC started to chug a bit when she went between worlds because she only had 2GB of VRAM. This was because I had some textures and materials being cached in variables, and the scene unload wasn’t catching that they were now unused, so I had to set them all to dummy textures/nulls and then call Resource.UnloadUnusedAssets() to clear them. I made heavy use of the memory profiler, which also lead me to some more memory improvements to further reduce memory usage. On my PC now we have a steady 200+ FPS (GeForce GTX 970, Core i7 920, 14GB Ram, 2560×1600), and 100+ on Kat’s (GeForce GTX 580 , Core i5 750, 12GB Ram, 2560×1600)

RoKabium-Games-Something-Ate-My-Alien-DevLog04-003.thumb.png.f66d33c769d931399d2690d0f5ef9bac.png

We’ve shown the game off to a few people locally now, some friends came around for a games evening. Even shown it to some of our nieces and nephews and they all loved it, and we got some good feedback and ideas to make things better.

Upgraded several times to new versions of Unity in the past few months. Not been great sailing with that, seemed to hit a new bug with whichever one I went with. Been able to navigate around some, but currently waiting for them to fix Resource.LoadAsyc() so that it works with uncompressed Textures/PNGs correctly. Currently on 2017.3.f3, and will probably wait for 2018.1 before I try again.

RoKabium-Games-Something-Ate-My-Alien-DevLog04-006.png.e4a26b25d4d095214cb2bb9d4d6d373c.png

Spent quite a large amount of time making the loading of worlds (ie scenes) be async, so that we could play an animation/particle effect during load. This was quite a challenge, as I was doing lots on load so that it didn’t effect the actual game, thinking the load would be the best place. Unfortunately, that caused stutters etc with the load animations, once we put them in. After lots of profiling and understanding how the load works, we’ve got it to basically never stutter now. Mainly removing all Awakes() as they were just setting cache vars for GameObjects etc, and actually linking them into public inspector vars. Also turning most of our Init() methods into IEnumerators so that we could yield every so often, and using Resource.LoadAsyc() for loading. Will have to revisit it nearer the end, but its working well now.

RoKabium-Games-Something-Ate-My-Alien-DevLog04-005.png.071041f704dc991cfd25d3d2a7cf0159.png

Spent some time putting in lots of particle effects to brighten up the game. We used the Ultimate VFX  package from the Unity Store as a basis, and then played around with them. Got most of it done, but I have to go through and find all the graphics and sprite sheets we’ve used and pack them into our own sprite sheets and resize them to fit our game, so that performance is good. The same with the sprites used in the UI.

DevWorkMagBlocks.thumb.png.d506ce0c04e7c6dc6a0b92c4c6fb3538.png

Dotted throughout the worlds, there are puzzles that need to be completed to gain items, and we had done the world 1 puzzles, which were just basic push/pull of blocks and positioning them. These puzzles are intended to get harder as you progress through the 4 worlds, so I worked on the 2nd set of puzzles making 2 new elements for them to make them more interesting. ‘Mag’ blocks are placed around the area where you have to do the puzzles, and these either attract or repel the blocks you need to move. You need to work out which ones can help you or hinder you to complete the puzzles.

RoKabium-Games-Something-Ate-My-Alien-DevLog04-004.png.4ece5300e27fb48f85aed8408e3b1aa5.png

Implemented a stats screen in-game, so that you can keep track of all the items, puzzles and other elements in the game. Then you can track your progress and see how much you’ve done… and what is left to do.

Lots of bug fixing. We’ve played though the first level many times now trying to keep the number of bugs low so that we hopefully don’t have a big job at the end to fix lots of things. At the moment we are ‘bug free’ and everything we’ve found so far has been fixed, so that’s a nice place to be in 🙂

Major things left now are:
3rd and 4th world puzzles
In-Game Tutorial
Customization items for the alien
Boss levels
Achievements
Sounds

So, we will be powering on with things and will keep you updated either here or on our social media pages at FaceBook or Twitter. So if you’re not already following us there, head on over and give us a ‘like’ or ‘follow’.

Till next time… watch out for ‘Somethings’ that may eat your aliens…

Rob & Kat



1 Comment


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By Elliot Nykvist
      Hey!
      I wonder how to program a mobile game in C # that should be like Mario Wanted, but I want the object to be still and when you click on the right guy a new level appear, but if you click on wrong you lose the game. So how Should I program this? I have almost zero experience of programing so any help would be helpful or else do you know where I can learn to program.
      Thanks in advance!
    • By Lazy Fangs
      Hi all!
      We are looking for people to help make a simple TPS shooter game - the goal of the project is to create a hobby team that would eventually be able to learn, tackle bigger projects and make some cool games.
      We have a GDD that still needs some work and we are clarifying it as we speak:
      https://docs.google.com/document/d/1UdvIVc7qomldBq_8WuAK5mXVnv7rstcNkpgSZtaB4FM/edit?usp=sharing
       
      Currently we are looking for:
      Concept Artists
      2D Texture Artists
      3D Modellers
      C# Programmers
      Level Designers
      Sound/FX

      Please PM me, leave a reply or contact me on Discord: Wing Dancer#2868
    • By Data7 Games
      Project Name: Rift One
      Role Required**: (Language - C#)
      - Dedicated Unity Programmers
      My Role: Project Lead
      Previous Projects: N/A
      Team Size: 6
      Project Length: n/a
      Compensation: Rev-share until we get funding.
      Responsibilities: 
      - Must know Unity. 
      - Must Know How Gitlab & Sourcetree work
      - Advanced Programming.
      - Friendly and chilled
      Project Description: An Sci-Fi FPS based in a alien world, where you, mark maxin are forced to enter a portal that transports you to another world.
      **Contact**: please Email us at data7games@gmail.com
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!